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I was watching this video by ArsTechnica, interviewing Andy Gavin from Naughty Dog, who goes step by step explaining how he defeated some of the limitations of the Playstation software development interface.

This interview is interesting given the recent discussions we've had about the importance of loading data into memory today. It's interesting how relevant it was to games of the PS1 days, where the ability to control memory flow had a direct impact on the ability to texture surfaces in zones of the game.

I hope you find this interview insightful.